feat: basic room start logic, WIP

This commit is contained in:
tiger tiger tiger 2025-12-15 23:13:40 +01:00
parent 6eb9de2b7f
commit bbcf9abfc0
2 changed files with 81 additions and 80 deletions

View File

@ -9,15 +9,7 @@ signal ini_room
@onready var card_picker: CardPicker = %Picker @onready var card_picker: CardPicker = %Picker
func start_room(): func start_room():
$UI.show() %UI.show()
save_game = State.save_game
save_game.current_room = State.rooms.YOUTH
Scenes.completed_sequences = save_game.mementos_complete
Scenes.started_sequences = save_game.mementos_complete
card_board.initialise_from_save(save_game)
card_board.board_completed.connect(func():
save_game.is_childhood_board_complete = true
save_room())
$logic/PlayerController.process_mode = Node.PROCESS_MODE_INHERIT $logic/PlayerController.process_mode = Node.PROCESS_MODE_INHERIT
ini_room.emit() ini_room.emit()
if not Scenes.is_sequence_repeating(Scenes.id.YOUTH_DRAEVEN): if not Scenes.is_sequence_repeating(Scenes.id.YOUTH_DRAEVEN):
@ -28,15 +20,24 @@ func start_room():
%LightAnimation.lights_on() %LightAnimation.lights_on()
func get_ready(): func get_ready():
id = State.rooms.YOUTH save_game = State.save_game
save_game.current_room = State.rooms.YOUTH
Scenes.completed_sequences = save_game.mementos_complete
Scenes.started_sequences = save_game.mementos_complete
card_board.initialise_from_save(save_game)
ini_room.emit()
card_board.board_completed.connect(func():
save_game.is_childhood_board_complete = true
save_room())
%UI.hide() %UI.hide()
self.show()
$sfx/distant_rain.play() $sfx/distant_rain.play()
$"sfx/rain on window".play() $"sfx/rain on window".play()
await get_tree().process_frame #TODO: this was 0.1s, not sure if needed at all self.show()
func _ready(): func _ready():
super._ready() super._ready()
id = State.rooms.YOUTH
Scenes.scene_finished.connect(_on_scene_finished) Scenes.scene_finished.connect(_on_scene_finished)
card_picker.cards_picked.connect(card_board.populate_board) card_picker.cards_picked.connect(card_board.populate_board)